Interesting difference of VR research-style between Japanese and French

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1 Interesting difference of VR research-style between Japanese and French 日仏 VR における 面白い 研究スタイルの相違 神奈川工科大学白井暁彦 Kanagawa Institute of Technology Akihiko SHIRAI, Ph.D

2 Conclusion at 1 st page We should enjoy the difference between Japanese and French, not as stressing

3 Introduction Akihiko SHIRAI, Ph.D Doctor of Engineering (TITECH) New entertainment systems using haptics and large floor displays for children. Science communicator in Miraikan telling the future of information technology to the public Specialist in Entertainment Systems Contents engineering and innovation

4 Biography 1973 Born in Yokohama, Kanagawa, Japan Tokyo Institute of Polytechnics Photo engineering (bachelor), Image processing (Master of Engineering) Canon, Inc. (Japan) Criterion, Inc. (UK,JP) Tokyo Institute of Technologies SPIDAR, haptics, real time physics (Prof.Sato Lab), Intelligent systems (Doctor of Engineering) NHK-ES, Japan ENSAM Presence & Innovation Lab, France Miraikan, Japan. Science Communicator 2010 Kanagawa Institute of Technology, Information Media, Associate Professor.

5 My works Research interests in Entertainment systems Virtual Reality Computer Vision Haptics, Robotics Computer Graphics Plus Science Communicator Sharing the future of technology between researcher and public. Volunteer works for IVRC and Laval Virtual IVRC

6 Entertainment Systems Definition: Computer systems that was designed to affect to human amusements. Video Games, media arts, real time interactive and entertainment virtual reality are possible to be included. Cinemas and DVDs are also possible to be included but should focus to computer system like interactivity.

7 Laval Virutal and IVRC (Student competition) One of the big bridge between Japanese and French VR community

8 Laval Virtual Laval Virtual in few words Where is Laval? Why in Laval? Laval Virtual and IVRC History Laval Virtual Awards at IVRC

9 Laval Virtual In few words Created in 1999 LV gathers scientists, professionals, students and general public During 5 days Topics: virtual/mixed/augmented reality, haptic, realtime 3D, interactive techniques, robotic, converging technologies Professional Exhibition Le Salon Scientific & Professional Conference VR Mix Demonstration Contest ReVolution Student Competition Virtual Fantasy Awards Ceremony - Laval Virtual Awards

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11 Laval Virtual Where is Laval? North-West part of France Close to Brittany 1h30 from Paris by High-Speed Train (TGV) Middle-size city: 50,000 inhabitants Typical Mediaval French city PARIS LAVAL

12 Laval Virtual Why in Laval? Since 1999, Laval became a Pole of Excellence in Virtual Reality Start-up incubator Research Laboratories Higher Education Technology Center (4-side CAVE, haptic devices, VR workbench ) In 2010, we have founded the cluster LVRC (Laval Virtual Reality Capital)

13 Projects 1998 Fantastic Phantom Slipper 2000 RenderWare on PlayStation SPIDAR and Springhead 2002 the Labyrinth Walker Tangible Playroom series 2004 Advanced 3DCG 2005 LuminaStudio, RoboGamer series GPUVision series, WiiMedia series [Miraikan] Science Communicator, 4K Digital Cinema 2010 [KAIT] Scritter series, ResBe Slide 13

14 Fantastic Phantom Slipper Real-time motion capture using slipper style interface. Special vibro-tactile, Phantom Sensation Slide 14 Semi-dome style immersive screen.

15 RenderWare on PlayStation2 RenderWare is a middleware for RT3D CG. Multiplatform coding environment. (PC,PS2,DC,Xbox,Gamecube ) Innovative speed up in producing method. Worked for development and implementation for Japanese game developers. Learned their technique, style, culture, future Slide 15

16 SPIDAR and Springhead SPIDAR (SPace Interface Device for Artificial Realities) Invented by Prof.Sato at String based haptics interface. Springhead Artworks, Dynamo::taboo Framework and SDK for SPIDAR. Artificial beetle Real-time physics engine. Spinning top and pinball Slide 16

17 the Labyrinth Walker Locomotion interface without wearing interfaces. 4 pressure sensors and motor controlled turntable. It detects human walking steps and its orientation. Its artworks are imported from 3DSMax via VRML2.0 files. Demonstrated at SIGGRAPH2002 E-Tech as A New Step-in-Place Locomotion Interface for Virtual Environment With Large Display System. Some children museum had interest to use it. Slide 17

18 Tangible Playroom New entertainment system for future children Replacing current home TV games. Haptics, full body motion oriented. Using large display and SPIDAR style force feedback devices. Contents using Real-time Physics. Not a fake, educational experience using human size VR. Slide 18

19 Tangible Playroom, version 2001 Exhibition project using virtual reality technologies. Big size SPIDAR(H4xW2xL3 m). At Osaka, Japan Immersive large floor screen using network connected multi-projection system. A.I. and real time physics. Players can interact with artificial characters by their whole body. Slide 19 It could show a possibility of haptics entertainment but it was very huge to experiment.

20 A content of Tangible Playroom Penguin Hockey The first but most characteristic content of Tangible Playroom. Players have to recognize shape and touch of objects via haptics. The player is designed as a partner of loser penguin. To get a point, players have to put a snowman to each goal. The player can feel difference of the weights between snowmen and penguins. Slide 20

21 Tangible Playroom version 2002 Image sketch Redesigned for future home computer entertainment system. Implement to living room. Experimented about modes of haptics and projection. It was suitable for experiment but it couldn t experiment at outside of the laboratory. Slide 21 At Sato Laboratory

22 Tangible Playroom version 2003 To get more natural data when children play the game, it should be mobile. 135cm cubic frame. Experimented about difference of behaviors between Japanese and American children. At SIGGRAPH2003 SIGKIDS It can record players motion naturally but it isn t so enough to walk freely. Slide 22

23 Tangible Playroom version 2004 At Laval Virtual 2004 To keep mobility and large field, the encoder motors can be attached to structures by clamps. All of systems can be carried by one person by his hand. Slide 23

24 Tangible Playroom -content example 1- Slide 24 Geographic simulator using force feedback.

25 Tangible Playroom -content example 2- Slide 25 Balloon simulator with wind force feedback. The girl can play with a toy with image recognition.

26 Evaluations of TangiblePlayroom Evaluations concept realization Activation behaviors of players Players categorization Questionnaire (subjective method) Biometrical (other evaluations be needed) Slide 26

27 Slide 27 Physical Evaluation of display methods -raw data of motion sensor on player-

28 Slide 28 Physical Evaluation of force feedback -recorded data of SPIDAR pointer(ff-off)-

29 Slide 29 Physical Evaluation of force feedback -recorded data of SPIDAR pointer(ff-on)-

30 Slide 30 Physical Evaluation of force feedback -recorded data of SPIDAR pointer(ff-off)-

31 Slide 31 Physical Evaluation of force feedback -recorded data of SPIDAR pointer(ff-on)-

32 Short Conclusion of TangiblePlayroom Concept to Development it was needed 4years, but not finished. Ordering concepts is very important! because huge system need huge resources. Develop several type and applications Separate and Evaluate it in physical measures. it can makes approach mixed works to scientific works. Slide 32

33 Advanced 3DCG In NHK-ES Photo realistic real-time computer graphics for next generation TV environment. Global illumination, Image based lighting Slide 33

34 Where is Laval? Why Laval?

35 Worm pesonality Judo friends *Mr.Kanoh Jigoro

36 LuminaStudio Motivation: New keying tech. Focusing to develop the next generation of chroma-key. Chroma key is good but Slide 36 + Traditional method. - The actors cannot see the objects. - Keying color should be robust. (We would like to use more color for keying!)

37 Supportive invisible display Virtual studio (for audience) Final composite (real time) Projection Scene CG sources Actors can see the objects. Additional information from director. Cooperative with current virtual studio technologies. Slide 37

38 Concept of Lumina Studio Cheaper method using PC based tech. Simple setup GPU (Graphics Processing Unit) blending Cooperative with current methods. Slide 38 Non-exclusive use with chroma-key Luminance intensity from projector has possibility to make contrasts. Specialized Hardware will be possible, but it is not flexible and cheap.

39 Lumina Studio Configuration I can see! Blue sheet (color is free!) Transparent wall (A.k.a. glass) Projector ANSI 2000 Lumen Slide 39 If the blue illuminated area is overloaded by high-quality video, it can make a new composing method!

40 PixelShader technique Rendering / Stream CG source Texture Locking Camera Capture IEEE1394/SDI RGB YCbCr conversion matrix One line RGB texture C C Tone profile Luminance Chroma Matt Background Blend Color Correction Texture Unocking Foreground Matt C C -1 Color Space Conversion (Matrix multiplication) luminance chrominance Pixel Shader Compositions Tone curve correction Blend Lumina key Chroma key 3D Effects Slide 40 Texture Render DVI-HDTV Video source Keying H/W Keying Broadcasting Combination of Chroma and Lumina keying using PixelShader.

41 PixelShader technique Source (daylight) White screen Blue screen Blue structure Composed (real time) Color bars Lumina key Chroma key CG Source Blend Slide 41 Matt

42 Details Real-time Video composing software. Input source is IEEE1394 DV Capture (30FPS) Running on Laptop PC (CPU:1.7GHz, GPU:ATI Radeon9700) It runs over 100FPS. (not optimized!) Tone Profile is a small texture file. Then the tone correction easier than coding Slide x1 pixels RGB color Red :Lumina Green:Chroma Blue :Matting

43 Evaluation Experiment Focused to make a training environment Because its advantage is visible. Tasks for participants (6 French students) Play a weathercaster for 30 sec. Read an English script (non-native language). Playing with virtual character. 2 Groups: Paper-Lumina or Lumina-Paper Slide 43

44 sec. (target = 30) sec. (target = 30) Result:time to finish Group A ( Paper - Lumina ) Group B ( Lumina - Paper ) B.D K.J 42 D.C Y.A 40 G.B 40 P.Y PROPOSED PROPOSED trial ( 1-5: Paper, 6-10: Lumina) trial ( 1-5: Lumina, 6-10: Paper) Suggested method decreased its training time. Slide 44

45 GPUVision software design Camera Referential image USB/IEEE1394 Parameter Textures Capture Source video Pixel count Network CPU Program Slide 45 Position UDP/IP float4 PS_TopHead(VS_OUTPUT IN) : COLOR0 { float4 Col; float2 pos; Col = 0.0f; Col.r += smoothstep( 0.2f, 0.45f, length( tex2d(movtex, IN.TexUV) - tex2d(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,-cos( IN.TexUV.y * )); Col.g += smoothstep( 0.2f, 0.45f, length( tex2d(movtex, IN.TexUV) - tex2d(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,+cos( IN.TexUV.y * )); return Col; } Filtered AceSpeeder2 GPU Program (Text file)

46 GPUVision screenshot Source video GPU Processing Filtered image [GPU Processing] Comparing with a reference image Color toning by height Detected position [CPU Processing] Counting only for targeted color (=green and red) Slide 46

47 GPUVision one application for a racing game interface Input left or right, and boosting With full body motion Witouht markers Auto calibration Non limitation for users Nationalities (skin colors) Clothes Heights (<120cm) Slide 47

48 Slide 48 Comparing interfaces

49 Slide 49 Design Evaluation

50 Slide 50 RoboGamer Physically connected robotic game player

51 Slide 51

52 Short Conclusion of RoboGamer It can change and control current HI, Without modifying target game systems. New Human Interface research Standard Player Players Emulation Slide 52

53 Why I work in Laval? Academic vs Industrial Industrial engineers don t focus to academic topics. Paper, presentation, knowledge sharing Academic VR researchers don t improve in the field. They should enlarge their technique for general public more. Slide 53 Laval has a chance. The base city of VR research. Collaboration with laboratories and companies. Laval Virtual, the biggest VR convention in Europe. A theme park project, Parc de l Aventure Virtuelle. VR/Entertainment/Interactive need acceptance

54 Laval Expertise Network in Virtual Reality organization Enterprises The general public Research and Education Slide 54

55 Laval Expertise Network in Virtual Reality organization Enterprises Laval Mayenne Technopole Haption(haptic device), Nautilus(RT contents), Okenite(3D images), Animazoo(motion capture), Lingua(AI translation), Bayezia(Expert system) Virtual Adventure Theme park The general public Laval Virtual Presence & Innovation Lab. Master course of VR Master course of IVI(soon) ESIEA(Info/Auto) Research and Education ESTACA(Transport) ESCIN(Digital Arts) Slide 55

56 Basic research for future entertainment platform Needs Full body interaction system with force feedback Attractions for the theme park Laval Virtual annual exhibition Stable, easy maintenance, and safe Of course, it should be fun! ( or educational) Seeds Wire based haptics system, SPIDAR. Real time rigid body simulation for haptics system, Springhead. Advanced 3D graphics running on real time. Slide 56

57 Core technologies Haptics SPIDAR in CAVE Safety, stable, easy A new generation of Tangible Playroom : Entertainment Platform for future children Computer Vision GPU Image processing Rapid camera New tracer method Real-time Rendering New display tech. Stereo, Fog, HMD Slide 57 Display Tech. Evaluation Physical evaluation (non subjective) Excitement model Field works

58 Haptics SPIDAR in CAVE Style Display Big size SPIDAR has some problem to keep its precision. Safety, stable, easy maintenance Design, Looks & Feels Robotics, controlling Software technique Hardware technique Slide 58

59 Computer Vision GPU Image processing and recognition New techniques on Graphics Processing Unit. Rapid camera 300 FPS, IEEE1394 interface New tracer method Motion capture, human tracer, eye tracker These technologies improve VR more! Slide 59

60 Roadmap in 2006 Evaluation Haptics Display Tech. Computer Vision Prototype Product Enlarging Key Technologies Integration Realizing! 1 st year 2 nd year 3 rd year Slide 60

61 Differences, Same things [Fr] Hierarchy in high education (Master Pro/Reserch) Professor works until 16h30. (some exception) Family is most important Long holiday in summer Hand maid (=bricorage, artisanale) Well optimized working style Work in a small, smart team. Mathematics, Philosophy and concepts Speak in French is much faster than English But speaking method is longer and complicated Slide 61

62 I had back to Japan, Miraikan Lot Area : 19,636 m2 Exhibition Floor Area : 7,950 m2 Operation & Management Staffs : The Basic Law on Science and Technology Enacted for Japan to become a scientifically and technologically creative nation The Basic Plan for Science and Technology Formulated to develop comprehensive and strategic plans The construction of the Tokyo Academic Park. A base providing information in International Exchange, Partnership among Industry, Academia and Government, and the latest Science and Technology The General Supervising Committee Formed of members with academic experience. Mamoru Mohri (astronaut) was inducted as Executive Director of Miraikan The National Museum of Emerging Science and Innovation (Miraikan)opened. Symbol and Logotype Miraikan is operated by JST as one of the main activities of Program for Promoting Public Understanding of Science and Technology. Slide 62-1-

63 Miraikan s Brand Slogan Open your mind to science See a whole new World Slide 63

64 日本科学未来館 アナグラのうた~ 消えた博士と残された装置 ~ レーザーセンシングによる非装着体験者追跡, 複数プロジェクタによる大規模な没入空間, 自動生成楽曲などにより情報科学の未来を楽しく伝える Slide 64

65 Differences, Same things [Jp] Big speaker take decisions Mostly works until midnight. Family is might be important Very optimized holiday in summer Hand maid (=maestro) Well optimized working style, especially in trains Work in a structural, flat team. Difference in Ph.D and Dr.Eng Speak in Japanese is sort of philosophy in Japanese Speaking shortly is cool. Kanji is helpful. Slide 65

66 Conclusion in middle We should enjoy the difference between Japanese and French, not as stressing

67 Collaboration techniques for Japanese French is not difficult, Nihongo is so. Don t send a lot of s on Monday Take a sleep but wake up early in France Believe, negotiate and enjoy

68 Collaboration techniques for French French is not difficult, Nihongo is so. Don t send a lot of s on Monday Take a sleep but wake up early in France Believe, negotiate and enjoy

69 SCRITTER IMAGE HIDING USING 3D

70 2X3D HYBRID 2D+3D Naked eye : 2D Single filtered glass: 3D Accepted by SIGGRAPH ASIA 2012 Emerging Technologies!

71 PARAOKE NEW AR FOR KARAOKE Parallel Augmented Reality for Audience-Oriented Karaoke Entertainment 聴衆志向のカラオケエンタテイメントのためのパラレル AR Laval Virtual ReVolution 2012 Jean-Jaque Goldman Je te donne, Sur le pont d Avigion, Hatsune Miku+ Crementine Chocolatier enchantee.

72 馴れ初め Mr. Koki Nagano says: 3 月の東工大卒業から USC の 2012 年秋学期が始まるまで時間があったので アメリカで先に研究を始めたいと思っていました すでに合格をもらっていた UCF の Sumanta Pattanaik 先生に 卒業後しばらくの期間 一緒に研究ができないか聞いたところ 先生が 4 月の終わりから 5 月まで フランスの共同研究者の Kadi Bouatouch 先生の所で一緒に研究をするので 一緒に来てもいい と言われ 行くことにしました 自費でも行くつもりでしたが 最終的に財団から補助をもらうことが出来ました 受入機関 IRISA ( 建物は INRIA と共同で 同じ研究室でも所属が IRISA の人や INRIA の人など 様々な人が共同的に働けるような環境でした ご存知かもしれませんが IRISA や INRIA Rennes の周りには グランゼコールの supelec や INSA などがあり この一帯が学生の街というような感じでした 自分は 月 277 ユーロの INSA の学生寮に住んでいました 成果 Sumanta 先生のプロジェクトなので どこまで詳細に書いていいのかわかりませんが フランスでは 偏光を考慮した Vector Radiative Transfer Equation( ベクトル放射伝達方程式 通称 VRTE) を解くための手法に関するプロジェクトに関わっていました CG のボリュームレンダリングで必ず登場する Radiative Transfer Equation ( 放射伝達方程式通称 RTE) とは違い VRTE では偏光が考慮されるので さらに物理的に忠実で写実的なレンダリングができるだろうというのがプロジェクトの狙いです CG の分野では 偏光まで考慮したレンダリングなどはあまりなじみがないと思いますが VRTE の理論はリモートセンシングや熱工学 大気に関する学問では非常に多くの先行研究があります インターン自体は 1 か月と非常に短かったため あまり多くの事は出来ませんでしたが 先行研究の調査や CG への応用 今後のプロジェクトの方向性について話し合い 根幹となるレンダリング手法の開発として SIGGRAPH 論文 ( の実装などをおこないました ( 煙のレンダリング )

73 Mr. Koki Nagano says: 研究スタイルで気がついたこと まず1 番に思ったことは みな朝早く ( 朝 8 時はすでに オンキャンパスに住んでいる学生の登校時間のピーク ) 帰りが早い(17 時から18には 建物から学生も教授もほぼいなくなる ) ということです できるだけこちらの生活スタイルに合わせようと思いましたが 1か月でできる限りのことをやろうと思っていたので 朝早く登校 日没の夜 22 時くらいに誰もいないラボから1 人帰宅という状況でした また 5 月は祝日と休日で半分くらいが休日で かなりやすみが多かったので最初は休むことに戸惑いましたが 自分の責任において 休む時は休んで その分頑張るときに頑張れば良い と思うようになり 気持ちや生活にメリハリがつくようになりました 午前中には ラボのみんなでコーヒーブレイクに行き お昼は先生が ごはんを食べに行こう とみんなを誘ってランチに出かけ 午後はまたコーヒーブレイクがあり 先生も学生指導に熱心で 研究室は非常にいいチームでした 研究室のポルトガル人の学生が フランスは productivity( 単位時間当たりの仕事量 ) が世界で1 番高い国だと思う と言っていたことが印象に残っていますが その通りだと思います その後 USC の Light Stage は 偏光を使い measurement ベースでレンダリングをする優れた技術を持っているので 今後フランス側との共同研究に発展することを期待しています その際は 両方の研究室に関わった自分が軸になれるように頑張りたいと思っています Web:Luminohope.org In LIGHT STAGE, USC ICT

74 Laval Virtual and IVRC History Cooperation between Laval Virtual and IVRC begun in 2003 Sharing demonstrations between France and Japan for the mutual promotion of Virtual Reality and Knowledge Ants in the pants (2008) Yotaro (2009) Column Gear (2010) Jory Jory (2011) Petanko Roller (2012) Winner 2013???

75 Laval Virtual and IVRC Laval Virtual Awards at IVRC Winner of Laval Virtual Award in IVRC will be announced during IVRC 2012 Tokyo final Stage. A team (3 members) will be invited for Laval Virtual round-flight tickets, train - hotel - food 20th to 24th March in 2013 Professional 3 days + Public 2 days Best testing place of your innovation

76 History of Laval Virtual, 15 years and more Laval Virtual was created in The idea of the project was launched by Mr François d'aubert, Mayor of Laval at this time, and former French Minister of Research and Industry. The main idea of Laval Virtual was to create an event gathering professionals (users, manufacturers, scientists...), students and general public. Laval Virtual was the first step of a more important project. This project was to make Laval a pole of excellence in VR, with the creation of Laval Mayenne Technopole, CLARTE, some companies, laboratories, high-school education... History of Laval Virtual ReVolution First edition was in I've attached a complete list of ReVolution winners from 2006 to Some details are missing for edition 2006 and Collaboration with ACM Since 2005, with ACM, we have an in-cooperation agreement (TMRF) Since 2006, with ACM Siggraph, we have signed a Cooperation Agreement (Space exchange, complimentary registrations, promotion exchanges) Since 2006, with E-Tech, we have signed a Memorandum of Understandings, for demos exchanges.

77 Powder Screen Robogamer 3 SUIRIN Transparent Cool Wet-Free Water ReVolution 2007 Accepted Class "Invited" LivePic - Keio University (Japon) BodyRevolution National Taiwan University (Tai wan) Shared Design Space - Digital Media, Upper Austria University of Applied Sciences (Autriche) Interactive Fountain JAIST (Japon) Globe4D Globe 4D (Pays-Bas) Accepted Class "Welcome" Tiny Dancing Robots: Display-Based Computing for Multi-Robot Control System - University of Electro-Communications (Japon) Chronospheria - Tama University (Japon) CREATUREs Thermoesthesia - Kumiko KUSHIYAMA, Shinji SASADA (Japon) Freqtric Drums: A Musical Instrument that Uses Skin Contact as an Interface - Tetsuaki Baba, Kyushu University (Japon) Come Over Here, or Catch You! NTT (Japon) Virtual Fencing - Escrime Virtuelle P&I Lab. (France) Goemon: Spiritual Forces Visualization P&I Lab. (France) Class "special encouragement for student project" A Sand-Create Gifu University (Japon) ReVolution 2008 Accepted Class "Invited" Comino Ant in the Pants Popping-Pump BYU-BYU-View: A Wind Communication Interface Kagekami Accepted Class "Welcome" MOVE NRC Experience Systems Digital Rubbing Sound Quest "L'Oreiller Re veur" ("The Dreaming Pillow") Phantasm Magnetosphere Another photosharing application buit on IntuiFace Morpho Towers / Two Standing Spirals ReVolution 2009 Accepted Class "Invited" YOTARO, University of Tsukuba LevelHead, N/A Copycat Hand for All, University of Tsukuba Space Trash, Institute of Graphics and Paralell Processing, JKU, Linz Accepted Class "Welcome" Babbage Cabbage, Mixed Reality Lab, National University of Singapore Thermotaxis, Yonakani Musical "gugugugu" and "A~", Otobane Project LightTwist, Laboratoire Vision3D La fle che de l'odeur, Kanazawa Technical College Catopsys project, University of Auvergne BrickLayer, Kyoto University Joystick everywhere, University of Tsukuba Scoop-and-Release, Tama University Good-bye feet!, University of Tokyo and Tokyo University of the Arts Surrounding of Firefly, The University of Electro-Communications Laval VRchive, Tokyo Metropoilitan University / Photon, Inc ReVolution 2010 Accepted Class "Invited" PhotoelasticTouch: Transparent Organic User Interface using Photoelasticity, The Univ. of Electro- Communications (Japan) CRISTAL - Control of Remotely Interfaced Systems using Touch-based Actions in Living spaces, Media Interaction Lab (Austria) Spider Hero, Japan Advanced Institute of Science and Technology, Arts et me! tiers ParisTech (Japan and France) JishoDesk, Tama University / ESIEA (Japan and France) ColumnGear, Toyohashi University of Technology Accepted Class "Welcome" Haptic Canvas, BioImaging Laboratory, Osaka University (Japan) Pull-Navi, The University of Electro-Communications (Japan) Bubble Click, Sony CSL (Japan) Development of a pregnancy experience system Mommy Tummy, Kanazawa Technical College and Kanazawa Institute of Technology (Japan) Camera-less Smart Laser Projector, Ishikawa Komuro Laboratory the University of Tokyo (Japan) Air-Hair, Tokyo Institute of Technology SSR (Japan) ProFORMA: Probabilistic Feature-based Online Rapid Model Acquisition, Cambridge University (United Kingdom) 3D Input Interface for Mobile Devices, University of Tokyo (Japan) Tiny Dreamy Stories, University of Tokyo (Japan) ARPool, Queen's University (Canada) AR-View: An Augmented Reality Device for Digital Reconstruction of Historical Sites, Beijing Institute of Technology (China) Tuvalu Visualization Project (4K UHD version), Graduate School of System Design, Tokyo Metropolitan University (Japan) Immersive Music Painter, Universite Technologique de Compie gne (France) Tactile mushroom, University of Tsukuba (Japan) A Note of Sparking, Graduate School of Interdisciplinary Information Studies, University of Tokyo (Japan) Future Footsteps, The University of Tokyo (Japan) Scritter, Tokyo Institute of Technology (Japan) ReVolution 2011 «Invited Class» Hinoco, Toyohashi University of Technology (Japan) Jory Jory, Graduate School of Information Science and Technology, Osaka University (Japan) Sense-roid, The University of Electro-Communications (Japan) The Interactive Tops, The University of Electro-Communications (Japan) «Welcome Class» Bird-Call Window, Tokyo Denki University (Japan) Biri-Biri, Meiji University (Japan) CartooNect, KAIT Shirai Lab (Japan) CASMCam, Tama University (Japan) Ether Synthesizer, Roomoot (Japan) Forward To The Past, Ville de Rennes (France) Invoked Computing, The University of Tokyo (Japan) Keyhole?, Tokyo Interaction Center (Japan) Mr Spintop, Kanagawa Institute of Technology (Japan) Sound Forest, Graduate School of Media Design, Keio University (Japan) Touchable 3D Television System, National Institute of Advanced Industrial Science and Technology (AIST) (Japan) ReVolution 2012 «Invited Class» ClaytricSurface, Koike Laboratory, The University of Electro-Communications (Japan) epawn Arena, epawn (France) MoleBot, Design Media Lab, KAIST (Korea) Petanko Roller, Kakehi Lab, Keio University" (Japan) What a Loving, and Beautiful World, TEAM-LAB (Japan) «Welcome Class» Ethereal Flashcards, Tama University, Idehara Laboratory (Japan) Haptic Duplicator, Tachi Lab, Keio University (Japan) Neu, Marco Marchesi (Italy) PARAOKE, KAIT, Kanagawa Institute of Technology (Japan) RV-BorderGuards3, Ritsumeikan - Ohshima Lab (Japan) Silent Humming, Inami Lab, Keio University (Japan) smoon, JST Agency, ERATO, IGARASHI Design UI Project, Inami Lab. (Japan) SplashDisplay, Koike Laboratory, The University of Electro-Communications (Japan) TECHTILE toolkit, Tachi Lab, Keio University (Japan)

78 Laval Virtual Revolution is: One of the final goal of IVRC projects, The most close way to SIGGRAPH Emerging Technology 2013, And «the another world» for USA and Japanse VR researchers Further information on: DEADLINE WILL BE MID OF JANUARY THEME: The NEXT BIG STEP (=not as a small technical demo!)

79 Conclusion at the final page We should enjoy the difference between Japanese and French, not as stressing Thanks for your participation! Akihiko SHIRAI

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